Constantly working to improve the magical capabilities of their mechs, the elves have modified several magical items to be used with catapults. the Irontooth and Stenians are following on this with research into their suitability for use in steam cannons.

Force Ammo:Force ammunition is simply an enlarged version of a Bead of Force, suitable for firing from a catapult. It uses the normal catapult ranges, but does not deal catapult damage, instead having its normal force effects on impact. In developing this ammunition, the elves also developed a greater version of the Bead of Force, which can be of either regular or catapult sized.

The Greater Bead of Force operates in the same manner as the standard, but deals 10d6 force damage in a 20 ft. radius, and produces a 20 ft. sphere with a duration of 20 minutes.

Elemental Ammo:Like Force ammunition, Elemental ammunition is simply an adaptation of existing magic, in this case Elemental Gems. This ammunition has the same range, but is less robust than the typical catapult stone, or cannon shot, and does -2 damage per die (min. of 1) on impact, but summons an elemental on impact. As with the Force ammo, this renewed research has lead to the development of Least, Lesser, Greater, and Master versions of the standard gems which can be of either regular or catapult sized.

When the gem is crushed, smashed, or broken (a standard action), a Least Elemental Gem summons a small elemental, as if summoned by a summon nature’s ally II spell.

Banded Ammo:Banded ammunition is simply a modified to fit siege weapons version of a set of Iron Bands of Binding. This very potent item appears to be a rusty iron sphere with bandings on the globe.

When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again. The creature can break (and ruin) the bands with a DC 30 Strength check or escape them with a DC 30 Escape Artist check. Iron bands of binding are usable once per day.

Here are some alternative ammunition types for Alchemist catapults and Ooze launchers from the Mech Manual.

Alchemist Catapults.The alchemist catapults usually fire containers of alchemist fire but here are some alternate loads with stats:

Acid Ammo: This deals the same amount of damage and splash as the standard alchemist fire of the same size, except it is acid damage and does no damage on the next round. This ammunition costs half standard.

Anarchic/Axiomatic/Holy/Unholy Water Ammo:Holy Water deals damage only to undead and evil outsiders. It has the same splash radius as a standard alchemist catapult, but deals the following damage:Huge alchemist catapult: 3d6 Good energyGargantuan alchemist catapult: 4d6 Good energyColossal alchemist catapult: 5d6 Good energyWhile Holy water is the most commonly use the other types are also available. This ammunition cost 25% more than standard.

Smoke Ammo:Firing a block of wood with the same alchemical treatment as a smoke stick, this ammunition produces a smoke screen at the target location at the following sizes.Huge alchemist catapult: 20 ft. cubeGargantuan alchemist catapult: 30 ft. cubeColossal alchemist catapult: 40 ft. cubeThis ammunition costs the standard amount.

Tanglefoot Ammo:Firing a large container of tanglefoot goo, this ammunition can affect a target with the same size category as its launcher (ie, a Colossal launcher could effect a Colossal or smaller target). All other effects are as for a standard tanglefoot bag.This ammunition costs 150% more than standard ammunition.

Ooze Launchers.A Huge (or larger) ooze launcher can fire ammunition containing an Ochre Jelly rather than a Black Pudding. This is typically used when targeting infantry rather than mechs, since its lower speed and inability to damage stone or metal makes it less of a threat to the launching mech. All other stats remain the same.

While any weapon can have a contact or injury poison applied to it, an alchemist catapult can be used to launch containers of contact or inhaled poisons.

A container of contact poison automatically has its poison effect on a target with a direct hit, and produces a splash area effect with a DC15 reflex save to avoid being poisoned. Of course the standard fortitude saves versus the poison still apply. Ammunition cost is based on the number of doses of poison needed per shot.

Lightning Bolts:These are simply a modified Javelin of Lightning to be fired from a ballista, providing a useful anti-personnel round. This bolt becomes a 5d6 lightning bolt when fired (Reflex DC 14 half). It is consumed in the attack.

Screaming Balista Bolt:Enlarged from the crossbow bolt, one of these +2 bolts screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.

Modified from Slaying Arrows, these +1 bolts are keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the bolt is keyed to, roll on the table below.

A greater slaying bolt functions just like a normal slaying bolt, but the DC to avoid the death effect is 23.

With so many species nearing extinction, the elves are loath to kill even the most dangerous animals, so many of their mechs carry these modifications of a Sleep Arrow. This +1 Bolt is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep.

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